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Guild Wars 2

Guild Wars 2 

General Discussion  » Dynamic events consequences.

3 Pages 1 2 3 » Search
46 posts found
  heartless

Novice Member

Joined: 1/05/04
Posts: 5057

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

 
5/05/12 5:14:26 PM#1

Another great video by the same guy who made the video explaining how DEs and NPCs work. This one shows the concequences of failing DEs.

http://www.youtube.com/watch?v=IwmtVFoZAKA

  Lucrecia

Novice Member

Joined: 6/23/04
Posts: 624

Monopoly is a WoW clone

5/05/12 5:15:09 PM#2

EXCELLENT! I've been wanting to see a video about this! Thank you. :D

  heartless

Novice Member

Joined: 1/05/04
Posts: 5057

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

 
5/05/12 5:17:51 PM#3
Originally posted by Lucrecia

EXCELLENT! I've been wanting to see a video about this! Thank you. :D

You're welcome, enjoy!

  Classicstar

Apprentice Member

Joined: 12/02/04
Posts: 2245

5/05/12 5:25:29 PM#4

Very good video about this subject indeed.

Nice accent:)
Prolly from some eastern european country?

I quit Guildwars 2 for now im fed up with empty world:(... played:AC-Darktide,AC2-Darktide,L2 and Darkfall.Solo Fav games:Morrowind,DayZ(PLAYING NOW), Skyrim, Bioshock, Age of Empires 2, Soldiers of fortune 2 and many more...
Playing:Skyrim-dishonered and deusex revelations at moment.
Bought AoE 2 HD but not yet played.
No mmorpgs for while.

  feena750

Advanced Member

Joined: 12/27/06
Posts: 270

5/05/12 5:25:36 PM#5

Great vid,  I heard dynamic events had more consequences later on from other players, but I didn't get far enough to see them myself in the Beta.  It will be interesting to see what GW2 has in store for us in the mid to late levels.  I think I remember them saying the Shatterer dragon was a lv 40 boss which gives me high hopes for end game.

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4707

5/05/12 5:29:51 PM#6

Yeah, I was in a norn area where we failed to defend a city with walls around it. A small keep suppose.

 

What I want to see is the ice elementals begin to build their own fortress if you don't take it for a while.

SWTOR is the greatest mmo ever!

  heartless

Novice Member

Joined: 1/05/04
Posts: 5057

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

 
5/05/12 5:30:52 PM#7
Originally posted by Classicstar

Very good video about this subject indeed.

Nice accent:)
Prolly from some eastern european country?

He's from Malta. He said so in the comments for the first video.

I love his videos, they really show just how different GW2 is compared to your average quest grind MMO.

Release can't come soon enough.

  ariboersma

Hard Core Member

Joined: 9/26/11
Posts: 1755

5/05/12 5:39:02 PM#8

thank you for posting this, that guy has a great eye for detail and explains it well :)

  Maelkor

Hard Core Member

Joined: 8/20/05
Posts: 441

5/05/12 5:42:32 PM#9

On the one hand I like how the events in general pull you through the game without forcing you to be at a particular quest hub or running fed ex missions etc. It did make the pve experience more enjoyable with many ooh and ahh moments.

On the other hand I am somewhat sad to see the DE chains to be somewhat shallow at the early levels, especially with so many people moving through the area's it seems the critters rarely get the upper hand. I have hopes that this system will be expanded to make the world a little less static, but as of the first Beta Weekend the lvl 1-10 area's still felt very static on a tight short loop constantly repeating. I want more dynamics to the dynamic events. They are on the right path - I just hope they stay on this path and widen it a bit and not go off onto another path entirely by thinking thier DE system is good to go.

  heartless

Novice Member

Joined: 1/05/04
Posts: 5057

Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan

 
5/05/12 5:48:18 PM#10
Originally posted by Maelkor

On the one hand I like how the events in general pull you through the game without forcing you to be at a particular quest hub or running fed ex missions etc. It did make the pve experience more enjoyable with many ooh and ahh moments.

On the other hand I am somewhat sad to see the DE chains to be somewhat shallow at the early levels, especially with so many people moving through the area's it seems the critters rarely get the upper hand. I have hopes that this system will be expanded to make the world a little less static, but as of the first Beta Weekend the lvl 1-10 area's still felt very static on a tight short loop constantly repeating. I want more dynamics to the dynamic events. They are on the right path - I just hope they stay on this path and widen it a bit and not go off onto another path entirely by thinking thier DE system is good to go.

I believe ANet did it on purpose. The first zone is basically a tutorial zone and they want to ease you into the game and how the DEs work. without frustrating you with failures from the get go.

Also keep in mind that especially right after release, the newbie zones will be zerged by hundreds of players just like they were during the BWE. It's possible that there are fail conditions for those events but due to the sheer number of players participating it's impossible to fail them.

  Eir_S

Elite Member

Joined: 8/07/11
Posts: 4064

GW2 socialist.

5/05/12 5:49:29 PM#11

I like the guy doing the videos, he's open to the DE idea and it's great that he's sharing his experiences and teaching people about the game.  Everytime I watch GW2 vids now though, I have withdrawal pangs.  Woe is I!

no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled

  stragen001

Elite Member

Joined: 1/09/09
Posts: 1529

Mr Flibble is VERY cross

5/05/12 5:58:41 PM#12
Originally posted by Eir_S

I like the guy doing the videos, he's open to the DE idea and it's great that he's sharing his experiences and teaching people about the game.  Everytime I watch GW2 vids now though, I have withdrawal pangs.  Woe is I!

Yeah, I have seen a couple of this guys vids now and they are really good. I LIke the way he shows you all the different branches of what can happen, not just one outcome. 

Cluck Cluck, Gibber Gibber, My Old Mans A Mushroom

  Sigilaea

Advanced Member

Joined: 3/19/07
Posts: 302

5/05/12 6:00:09 PM#13
Originally posted by heartless
Originally posted by Maelkor

On the one hand I like how the events in general pull you through the game without forcing you to be at a particular quest hub or running fed ex missions etc. It did make the pve experience more enjoyable with many ooh and ahh moments.

On the other hand I am somewhat sad to see the DE chains to be somewhat shallow at the early levels, especially with so many people moving through the area's it seems the critters rarely get the upper hand. I have hopes that this system will be expanded to make the world a little less static, but as of the first Beta Weekend the lvl 1-10 area's still felt very static on a tight short loop constantly repeating. I want more dynamics to the dynamic events. They are on the right path - I just hope they stay on this path and widen it a bit and not go off onto another path entirely by thinking thier DE system is good to go.

I believe ANet did it on purpose. The first zone is basically a tutorial zone and they want to ease you into the game and how the DEs work. without frustrating you with failures from the get go.

Also keep in mind that especially right after release, the newbie zones will be zerged by hundreds of players just like they were during the BWE. It's possible that there are fail conditions for those events but due to the sheer number of players participating it's impossible to fail them.

Also keep in mind that the mobs' difficulty scales with the number of people participating.

  RizelStar

Elite Member

Joined: 8/12/11
Posts: 2589

We all breathe and we all die.

5/05/12 6:11:10 PM#14
Originally posted by colddog04

Yeah, I was in a norn area where we failed to defend a city with walls around it. A small keep suppose.

 

What I want to see is the ice elementals begin to build their own fortress if you don't take it for a while.

I know for a fact stuff like that happens, I don't know abot the early level places but, back last year the said that happens and even showed it, it had to do with the undead when they take over the enviroment changes and the tree areas change as well after time, so does the fortress has an undead scheme, and it's not instant, it's after time, they show it and experiencing it is even more fun. Though that was a level 40+ area I believe.

http://www.youtube.com/watch?v=ns-IIn-DG-c

Try to argue this please.

Oh also if you quote me and it's to argue my point, if I don't respond it means I haven't been corrected by you and/or I haven't seen it. Remember I don't mind admitting I am in the wrong. Take care :D

  SoulOfRaziel

Hard Core Member

Joined: 8/23/06
Posts: 410

5/05/12 6:17:03 PM#15
Originally posted by heartless

Another great video by the same guy who made the video explaining how DEs and NPCs work. This one shows the concequences of failing DEs.

http://www.youtube.com/watch?v=IwmtVFoZAKA

Thank you man the last video this guy made about DEs is grt i will watch  this one right now!

  DrWookie

Advanced Member

Joined: 7/24/03
Posts: 204

5/05/12 6:18:46 PM#16

To be honest as I gained levels I noticed Dynamic Events became LESS dynamic (and there were a lot less of them).

 

At level 17ish in the second human area you have to defend a mine, a cave and some fortress thing (that looks like it's made of garbage) almost ad nauseum....it never really seemed like any of these events went anywhere. We were either defending or attacking those 3 location s(or escorting one of those yaks between two of the sites).

 

Then in Snowden Drifts around level 22...I wandered for about 15-20 minutes without encountering a single dynamic event. Granted they probably haven't finished out the content in those zones yet, but still...the one event I did end up finding was to retake a town (Podaga or something)...I retook it...and then defended... then cleared a nearby cave. Then it ended. I left and came back 3 hours or so later and what did I find? An event to retake the town....and defend it....and clear a nearby cave. The exact same thing that happened last time.

  colddog04

Elite Member

Joined: 9/19/06
Posts: 4707

5/05/12 6:19:02 PM#17
Originally posted by RizelStar
Originally posted by colddog04

Yeah, I was in a norn area where we failed to defend a city with walls around it. A small keep suppose.

 

What I want to see is the ice elementals begin to build their own fortress if you don't take it for a while.

I know for a fact stuff like that happens, I don't know abot the early level places but, back last year the said that happens and even showed it, it had to do with the undead when they take over the enviroment changes and the tree areas change as well after time, so does the fortress has an undead scheme, and it's not instant, it's after time, they show it and experiencing it is even more fun. Though that was a level 40+ area I believe.

freakin' awesome.

SWTOR is the greatest mmo ever!

  terrant

Apprentice Member

Joined: 3/16/07
Posts: 1684

5/05/12 6:25:45 PM#18

I actually got to see this in play a few times during the BWE< even in the starting human area (Queensdale)

 

On several occasions, roving waves of bandits or centaurs would attack settlements, and wipe them off the map if a good defense wasn't hatched. Unlike Rift, where that meant you were basically screwed because all the NCPS were dead, they shift elsewhere, and you pick up new quests to drive the baddies out.

 

This also works in reverse. I wandered across a centaur camp near the swamp, and saw a quest to take it away from them. I and several random people wandering nearby all pitched in to what reminded me a lot of the open world pvp mechanics WoW put in Burning Crusade (sit by the flag, keep enemies away from it, slowly take over). After a long and grueling fight we won, and the NPCs that set us up for it became vendors.

  DrWookie

Advanced Member

Joined: 7/24/03
Posts: 204

5/05/12 6:50:37 PM#19
Originally posted by terrant

I actually got to see this in play a few times during the BWE< even in the starting human area (Queensdale)

 

On several occasions, roving waves of bandits or centaurs would attack settlements, and wipe them off the map if a good defense wasn't hatched. Unlike Rift, where that meant you were basically screwed because all the NCPS were dead, they shift elsewhere, and you pick up new quests to drive the baddies out.

 

This also works in reverse. I wandered across a centaur camp near the swamp, and saw a quest to take it away from them. I and several random people wandering nearby all pitched in to what reminded me a lot of the open world pvp mechanics WoW put in Burning Crusade (sit by the flag, keep enemies away from it, slowly take over). After a long and grueling fight we won, and the NPCs that set us up for it became vendors.

Those kinds of sitautions are exciting...until you return to the area several times and realize they just keep happening over and over...either 1 team controls that place, or the other...and your mission is pretty much to either attack or defend.

There dynamic quests, where a succesful attack lead to something new, which lead to something else, which BRANCHED (did not see much branching) were few and far between. THere was a good one in Queensdale that was several steps (helping a farm, putting out a fire, rescuing prisoners)...but even that one was still linear...I did it 3 or 4 times and every time it was the same.

 

EDIT:

What I expected in dynamic events, which I just didn't experience, was events that could truly branch based on decisions you made during the event. Not a branch where you either "succeed" or "fail" but an event where you could succeed in multiple different ways, leading to different outcomes. Say you defend that base, but the leader falls in battle...that should lead to something different then if you are succesful and everyone survive. Right now no matter who dies they all just get revived at the end if you succeed. Or say you have to attack some centaur base...well you could go through the front door, or you could try sabotage...and those would lead to DIFFERENT outcomes.

I just don't see a linear set of quests as "dynamic". Yes helping that child lead to another event which lead to another event...but how is that any different than one quest leading to another quest leading to another quest? It's still just linear. Sure if you fail something else happens, but in a PvE game lets be honest...how often will failure happen? No one wants to fail just to see new content...so they need to design MULTIPLE ways to succeed, so allow for branching content that will actually be experienced. I haven't seen that yet.

  terrant

Apprentice Member

Joined: 3/16/07
Posts: 1684

5/05/12 7:10:15 PM#20
Originally posted by DrWookie
Originally posted by terrant

I actually got to see this in play a few times during the BWE< even in the starting human area (Queensdale)

 

On several occasions, roving waves of bandits or centaurs would attack settlements, and wipe them off the map if a good defense wasn't hatched. Unlike Rift, where that meant you were basically screwed because all the NCPS were dead, they shift elsewhere, and you pick up new quests to drive the baddies out.

 

This also works in reverse. I wandered across a centaur camp near the swamp, and saw a quest to take it away from them. I and several random people wandering nearby all pitched in to what reminded me a lot of the open world pvp mechanics WoW put in Burning Crusade (sit by the flag, keep enemies away from it, slowly take over). After a long and grueling fight we won, and the NPCs that set us up for it became vendors.

Those kinds of sitautions are exciting...until you return to the area several times and realize they just keep happening over and over...either 1 team controls that place, or the other...and your mission is pretty much to either attack or defend.

There dynamic quests, where a succesful attack lead to something new, which lead to something else, which BRANCHED (did not see much branching) were few and far between. THere was a good one in Queensdale that was several steps (helping a farm, putting out a fire, rescuing prisoners)...but even that one was still linear...I did it 3 or 4 times and every time it was the same.

 

EDIT:

What I expected in dynamic events, which I just didn't experience, was events that could truly branch based on decisions you made during the event. Not a branch where you either "succeed" or "fail" but an event where you could succeed in multiple different ways, leading to different outcomes. Say you defend that base, but the leader falls in battle...that should lead to something different then if you are succesful and everyone survive. Right now no matter who dies they all just get revived at the end if you succeed. Or say you have to attack some centaur base...well you could go through the front door, or you could try sabotage...and those would lead to DIFFERENT outcomes.

I just don't see a linear set of quests as "dynamic". Yes helping that child lead to another event which lead to another event...but how is that any different than one quest leading to another quest leading to another quest? It's still just linear. Sure if you fail something else happens, but in a PvE game lets be honest...how often will failure happen? No one wants to fail just to see new content...so they need to design MULTIPLE ways to succeed, so allow for branching content that will actually be experienced. I haven't seen that yet.

I will grant this, and it's one of my bigger concerns with the game. All we can do there is hope there will be more varied outcomes in alter zones, as the video the OP linked suggested.

 

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